Hi everyone, I try to apply the ScoreManager Script to an other project, but it doesn't work... My project is a killing zombie game, when a zombie die, the Score of the player is supposed to increase, but it is not the case...
There are my two scripts, can you help me please.

Problem of animation solved. The line Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); references the main camera. The problem is that the main camera tag "Untagged" default. You have to change the tag to "MainCamera".

i'm Unity Beginner who is studying while watching your tutorial. During the study, there are two things('entry' & 'anystate') in the animator controller window: 'entry' and 'Anystate'. Is there any way to get rid of the 'entry' ??? Your video will only show 'anystate' and no entry will appear.

And does that cause the problem that my player just slides and moves on the 'transform.position' as freeze body and does not move like shaking?

Problem of animation solved. The line Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); references the main camera. The problem is that the main camera tag "Untagged" default. You have to change the tag to "MainCamera".

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Thank you! I just spent two hours going over forums and reviewing my code against sample. Ended up doing a cut/paste of the revised code on the tutorial page and kept getting that damn error. Now it works, so again, Thank You!

I was doing a class on doing a game just like this but I couldn't use the package to publish the final game.
So i was searching for a package to replace it and came across this one.
My question is, can I do it with this package? My scripts just using the graphics?

Does anyone know how to fix the Zombunny not dying when I shoot it and giving this error message whenever I shoot it? I didn't change any of the code and did everything in the editor exactly how it said so I can't figure out what I am doing wrong.

Has anyone run into an issue after around part 8 where the enemies go into idle a couple seconds after starting the game and also no long follow the payer even before they go to idle?

It worked fine before prefabing them, when the bunny was just in the scene it followed and would attack. You can still shoot them. But they just stop. Any ideas on what could have gone wrong in parts 8-10?

I'm new to Unity, and after I finished some other basic Tutorials, I now try this Survival Shooter Tutorial. My Unity Version is 2018.1.4f1

I've just finished the second Video of the Tutorial Series.

Problem: Whenever I load this project into the Editor Unity instantly starts the "Baking" process, and that takes nearly an hour, while consuming 100% CPU. Whenever I change anything in the Scene View, Baking starts again. Therefore I can't really progress with this Tutorial, and I have no idea what to switch off or change in the project settings, so that either Baking may be much faster, or just runs when I explicitely tell Unity to start the Baking Process.

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I have the same issue with this guy, I made a post here about it. Someone please let me understand what's going on.

Problem of animation solved. The line Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); references the main camera. The problem is that the main camera tag "Untagged" default. You have to change the tag to "MainCamera".

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Thank you for this. It has been upsetting and confusing me for far to long.

I'm going through the Survival shooter tutorial, but I've come across a few problems: The player character won't look to the cursor and will only turn in the corners, and the only enemy I have in at the moment is stuck in place.

What should I do when the debug says "ray didn't hit?"
Any help would be great!

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I really wanted to help, but your code is not readable. Please go back, edit it (link at the bottom of your post), and put your code into code tags (button for it is in the toolbar when you're editing your post).

I really wanted to help, but your code is not readable. Please go back, edit it (link at the bottom of your post), and put your code into code tags (button for it is in the toolbar when you're editing your post).

Hey Guys, total novice here
I'm trying to get through Section 4 'creating enemy one' part of the tutorial and i'm at the part where you need to bake the AI navigation.
but my options don't match those in the video. There is no 'Width Accuracy %' slider on mine. I just have a manual Voxal option and i don't know what any of it means. please help.

Hi,
This is my first time using unity. Am really new to all of this.
I opened the tutorial for the survival shooter, and the scenes folder is not there. There is a list of folders under assets, just not scenes.
Why is that? Where can I find it?

Hi,
This is my first time using unity. Am really new to all of this.
I opened the tutorial for the survival shooter, and the scenes folder is not there. There is a list of folders under assets, just not scenes.
Why is that? Where can I find it?

Click to expand...

Did you start using the videos? I'm pretty sure the first one will teach you how to create a new scene, install the first prefabs and so on.

Did you start using the videos? I'm pretty sure the first one will teach you how to create a new scene, install the first prefabs and so on.

Click to expand...

Hi,
The videos are how I noticed the scene folder isn't there. It opened up as a clean slate, and I didn't open the complete project. The scenes folder just isn't anywhere to be found. One of the issues I can think of is that I have unity 2018 while they're showing on an earlier version.

Hi,
The videos are how I noticed the scene folder isn't there. It opened up as a clean slate, and I didn't open the complete project. The scenes folder just isn't anywhere to be found. I tried saving scene, but then couldn't find where that went.

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Where did you download the project? The first thing you should do is get rid of the "complete" folder.

The scene you saved went exactly where you put it; if the "Scenes" folder does not exist you must create it in the Assets directory.

If this is the very first time you use Unity, it would be better that you start with the Roll a Ball tutorial; it will teach you the basics you'll need to make further projects.

For anyone using a newer version of Unity there is a new Input Manager. I was trying avoid looking at the Completed Game code, but that's when I realized they included a new tag for controls

NOTE - You need add "using UnitySampleAssets.CrossPlatformInput;" at the top.

Code (CSharp):

void FixedUpdate ()

{

// Store the input axes.

float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");

float v = CrossPlatformInputManager.GetAxisRaw("Vertical");

// Move the player around the scene.

Move (h, v);

// Turn the player to face the mouse cursor.

Turning ();

// Animate the player.

Animating (h, v);

}

Hi everyone - I'm having trouble getting through the second section of the tutorial. I'm using Unity 2018 and I've copied the code as best as possible but for some reason the character doesn't move around at all when using the A, S, W, D keys. I'm not getting any errors though and the console is coming up clean. Thoughts?

Code (CSharp):

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

publicclass PlayerMovement : MonoBehaviour

{

publicfloat speed = 6f;

Vector3 movement;

Animator anim;

Rigidbody playerRigidbody;

int floorMask;

float camRayLength = 100f;

void awake(){

// Create a layer mask for the floor layer.

floorMask = LayerMask.GetMask("Floor");

// Set up references.

anim = GetComponent<Animator>();

playerRigidbody = GetComponent<Rigidbody>();

}

void fixedUpdate(){

// Store the input axes.

float h = Input.GetAxisRaw("Horizontal");

float v = Input.GetAxisRaw("Vertical");

Move (h, v);

Turning ();

Animating (h, v);

}

void Move (float h, float v){

// Set the movement vector based on the axis input.

movement.Set(h, 0f, v);

// Normalise the movement vector and make it proportional to the speed per second.

movement = movement.normalized* speed * Time.deltaTime;

// Move the player to it's current position plus the movement.

playerRigidbody.MovePosition(transform.position+ movement);

}

void Turning (){

// Create a ray from the mouse cursor on screen in the direction of the camera.

Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

Debug.Log("camRay "+ camRay);

// Create a RaycastHit variable to store information about what was hit by the ray.

RaycastHit floorHit;

// Perform the raycast and if it hits something on the floor layer...

if(Physics.Raycast(camRay, out floorHit, camRayLength, floorMask)){

// Create a vector from the player to the point on the floor the raycast from the mouse hit.

Vector3 playerToMouse = floorHit.point- transform.position;

// Ensure the vector is entirely along the floor plane.

playerToMouse.y= 0f;

Debug.Log("playerToMouse "+ playerToMouse);

// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.

Quaternion newRotation = Quaternion.LookRotation(playerToMouse);

Debug.Log("newRotation "+ newRotation);

// Set the player's rotation to this new rotation.

playerRigidbody.MoveRotation(newRotation);

Debug.Log("playerRigidbody "+ playerRigidbody);

}

else

Debug.Log("Ray didn't hit...");

}

void Animating (float h, float v){

// Create a boolean that is true if either of the input axes is non-zero.

bool walking = h!=0f || v!=0f;

// Tell the animator whether or not the player is walking.

anim.SetBool("IsWalking", walking);

}

}

A few other notes from rummaging through the forum:

I tried taking out the floorMask from the If statement and didn't yield any results.

I tagged Main Camera as MainCamera and that didn't do anything either

There is clearly something happening as the game runs, but the player doesn't respond/move/trigger animation pressing any of the movement keys. I feel like the problem has something to do with the Move function, but for Unity 2018.2.18f1 I'd think this would be something non-issue.

So I couldn't find the answer to this here in this forum post and though someone else might encounter this problem too. I am using Unity version 2018.2.4f1.

I was on the "Phase 02 Player Character". I created the project with the updated assets and went trough the tutorial no problem untill after editing the script my animations weren't working correctly and I was getting this error:

NullReferenceException: Object reference not set to an instance of an object
PlayerMovement.Turning () (at Assets/Scripts/Player/PlayerMovement.cs:55)
PlayerMovement.FixedUpdate () (at Assets/Scripts/Player/PlayerMovement.cs:34)

Which (as the error states) tells that it can't find an object to reference to. In this case the object is the Camera which we are trying to reference to on this line:

Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

After a while of banging my head against the wall and searching trough google I took a look at the API Documentation and something in the docs (https://docs.unity3d.com/ScriptReference/Camera-main.html) caught my eye. In the documentation it states that the Camera object's method "main" searches for "The first enabled camera tagged 'MainCamera'".

The problem was that my "Main Camera" object in the Unity Hierarchy tab wasn't tagged as "MainCamera" but was "Untagged". After changing the "Untagged" to "MainCamera" (just like you did tag the "Player" object as "Player" earlier in the same tutorial) everything was working just fine.

I get this error, and I'm not sure why :
Assets/Scripts/Player/PlayerMovement.cs(50,42): error CS1503: Argument 1: cannot convert from 'UnityEngine.Quaternion' to 'UnityEngine.Vector3'

Thanks for the help

Click to expand...

Woops!

Found what was wrong, after copy and pasting the script from the video lesson I had found it to be working. After reviewing my code:
At line 50 it should say
playerRigidbody.MoveRotation(newRotation);
NOT
playerRigidbody.MovePosition(newRotation);

I'm on 07. Hurting Enemies. My inspector screen for the line renderer looks different than on the video. The video shows going into the parameters and setting Start Width and End Width fields. My inspector does not have a parameter section. It has a size field and under it index x y z with 0 1 under it like a grid. How do I adjust the size on
this screen or is it even necessary any longer?

I'm on 07. Hurting Enemies. My inspector screen for the line renderer looks different than on the video. The video shows going into the parameters and setting Start Width and End Width fields. My inspector does not have a parameter section. It has a size field and under it index x y z with 0 1 under it like a grid. How do I adjust the size on
this screen or is it even necessary any longer?

Click to expand...

I believe you can type the width value next to the red line in the graph. So I believe you should change the width from 1.0 to .05 (or whatever you area happy with).

Really wish while loading the Environment in Hierachy didnt cause my system to lock up and freeze during or after completing the baking process. Have to disable "Lighting - Auto Generate" to not have to go through that, but at this point, whats the point of it then!?! Mind you I have a Ryzen 7 1700x at 3.9GHz, 16GB RAM 2400MHz C16, and a RX 580 8GB so you would assume decent enough to load a minimal template. ;(

Does anyone know how to fix the Zombunny not dying when I shoot it and giving this error message whenever I shoot it? I didn't change any of the code and did everything in the editor exactly how it said so I can't figure out what I am doing wrong.

I am trying to begin the survival shooter tutorial, but immediately upon loading the project (before making any changes), I see that the project starts off with 125 compiler errors, most of them of the form "error CS0246: The type or namespace name [some name] could not be found". I'm not familiar yet with C# (my day job is in Java), but it looks like it's having some dependency issue(s). Is this how it should be? Are these compiler errors expected until you get a ways into the tutorial? Or is this broken? I don't want to waste a bunch of time following this tutorial if the project is broken from the start.

I am trying to begin the survival shooter tutorial, but immediately upon loading the project (before making any changes), I see that the project starts off with 125 compiler errors, most of them of the form "error CS0246: The type or namespace name [some name] could not be found". I'm not familiar yet with C# (my day job is in Java), but it looks like it's having some dependency issue(s). Is this how it should be? Are these compiler errors expected until you get a ways into the tutorial? Or is this broken? I don't want to waste a bunch of time following this tutorial if the project is broken from the start.

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What version of Unity are you using? Where did you download the project? On the Asset Store or on the "Learn" tab in the Hub?

I just downloaded the project in 2019.1 and I get these errors too; they are all related to the Package Manager and when I try opening it, I get a blank window.

Fix:

each time you start this project, remove all the packages. Keep the project open, go to ~\Survival Shooter project\Library\PackageCache and delete all the packages are in this folder.

install an older version of Unity, if you are using 2019.1, version 2018.3 should work.

Normally, tutorials should be make using the version of Unity they were created with but I prefer making them with the earliest one; fixing problems is also learning.

Click to expand...

Deleting the PackageCache contents did it! I probably should have realized that since all the errors pointed to that directory and it has 'cache' right in the name so I should have known it was safe to clear, but you never know when working in a new environment

I am trying to input a question into the game and created one using UI, same scripts and UI as the live session game quiz. But when i press play the question pops up fine but wont let me click any of the buttons but the mouse still lets me fire the gun and moves the character. Any way i could pause the back round? Or input a back round/quad onto the question panel, like a new mask of some sort? So that when the question is enabled the mouse click works on the buttons! if you need any more info please ask.

I can not drag the Player object onto the Player Health from the Enemy Manager script but I can drag the ZombunnySpawnPoint onto the Enemy part from the Enemy Manager script, also needles to say the spawner is not working. Please help.
Thank you in advance.

I'm seriously struggling here just to get this started. Ten months ago I downloaded all the assets and began this project on an older computer. I quickly realized it could not handle unity and stopped there. I got a new computer today and wanted to start over. I go to the asset store and find survival shooter. I clicked the link for the assets, it goes to a page and the link says "open in Unity". Problem is, I haven't downloaded it on this new computer. Opening it in unity doesn't do anything, the launcher opens and doesn't have anything to show for this project. I have no idea what's going on. Was this pulled off the assets store or something?

Can anyone help me with the ZomBear?
It is on the Shootable layer and the bullets hit it but it is not taking any damage and neither it is attacking the player. I just copied components of the ZomBunny and everything is same including the components.

During playing mode, there is a runtime error that pops up which shows that there is no object assigned to the Object reference created for the player in all the scripts of EnemyAttacking and EnemyHealth

Even the animation for getting hit is not playing on the ZomBear. Please help!!!

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